Search found 564 matches

by berry
Sun Feb 12, 2017 7:24 pm
Forum: Completed
Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Replies: 54
Views: 13728

Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)

Not with vanilla script engine, as far as I know. Creating unique door versions for any area requiring a key (Mirilstaren, Elfstone jail cells...) is a great idea though, and should be simple enough to do with GetItemCount, OnActivate and Unlock. It will be much cleaner than that old "5 references f...
by berry
Sun Feb 12, 2017 2:52 pm
Forum: Completed
Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Replies: 54
Views: 13728

Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)

Uploading current progress in case of data loss/alien abduction/Dragon Break etc this file contains both pallatium (_The Reach, Mirilstaren: Pallatium) and tunnel cells (_MIRILSTAREN_tunnel) as well as begun work on new basement cell (_MIRILSTAREN_basement). _MIRILISTARENprvw shows the exterior of t...
by berry
Sun Feb 12, 2017 9:43 am
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 46
Views: 21459

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Can't we just clear those small rockgroups and put grass there? It is supposed to be somewhat low-detailled grassland. Sure, but that would require a little bit more work I think. But probably not that much work as well, with Aldkarth grass ini still around. I can do it and merge it with Skyrim_Mai...
by berry
Sat Feb 11, 2017 9:59 pm
Forum: SHotN Asset Development
Topic: Direnni Clutter
Replies: 102
Views: 54185

Re: Direnni Clutter

Hm, it sounds too Kirkbride-ish, to be fair :P and brings Might and Magic memories too Unless something like Archimedes' heat ray? Created mostly by a creative usage of mirrors and lenses, and only collaterally thanks to magic? That's a similar vibe to Da Vinci-like technology roerich mentioned.
by berry
Sat Feb 11, 2017 9:34 pm
Forum: Reviewing
Topic: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]
Replies: 17
Views: 7217

Re: The Reach: Cavern (Sky_iRe_DH26)

Good luck! Some feedback before it's granted: If you haven't consulted it already, (semi)finished content from the most recent main Skyrim file gives many examples of how our caves are supposed to look like. What tileset should i use for the cave? T_Sky_Cave_; T_Sky_CaveRE_ and T_Sky_Terr_RockRE for...
by berry
Sat Feb 11, 2017 7:39 pm
Forum: SHotN Asset Development
Topic: Direnni Clutter
Replies: 102
Views: 54185

Re: Direnni Clutter

Gotcha, that's fair, on second thought I agree they feel quite not right here, probably because how thanks to TES IV everyone connects them with Ayleids already. It would be fantastic to have some Direnni enemies or traps someday though. These automatons sound especially imagination-nourishing, much...
by berry
Sat Feb 11, 2017 7:28 pm
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 46
Views: 21459

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Hm, yes, it feels slightly off, especially when one's walking from Skyrim_Main's cell with the ruined house, the one you outlined. I didn't have much problem with spineinside cells themselves - I figured Lorchwuir can turn more rocky as it goes towards Hammerfell/Sundered Hills - but the transition ...
by berry
Fri Feb 10, 2017 6:57 pm
Forum: SHotN Asset Development
Topic: Direnni Clutter
Replies: 102
Views: 54185

Re: Direnni Clutter

Quick proposal: how about using a few of R0's dark welkynd stones for remote Direnni dungeons (precisely - abandoned parts of Mirilstaren, currently)? Pros: + we currently lack a theme for "native" challenges in Direnni dungeons, other than conjured daedra, and that's Morrowind's (as in: the Dunmer ...
by berry
Wed Feb 08, 2017 10:15 pm
Forum: Completed
Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Replies: 54
Views: 13728

Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)

Cool, I'll start fiddling around the basement idea then. I'm with roerich on the subject of inhabitants. The idea was the lich locked himself from the world - there should be a locked gate blocking entrance to his building from the basement level as well - so he wouldn't be a problem for other resid...
by berry
Wed Feb 08, 2017 10:06 pm
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 46
Views: 21459

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Looks perfect :)
yeah, the dark hole is a proposition of a hidden cave entry, yet i don't know if it would be suitable for human or some hostile creatures.
How about goblins? They fit in well in ruined neighborhoods, as seen on Scamp's first mesa, above the border fort.
by berry
Tue Feb 07, 2017 8:20 pm
Forum: Completed
Topic: The Reach - Direnni Ruin A (Sky_iRe_DH07)
Replies: 54
Views: 13728

Re: The Reach - Direnni Ruin A (Sky_iRe_DH07)

Bump. We've got to make some calls here, as it's a top priority dungeon. I've got some free time at the moment, if that's fine with everybody I could take care of a remaining basement level (joining the buildings together and with the tunnel), and then blend it with the escape tunnel, the lich build...
by berry
Sun Feb 05, 2017 12:50 pm
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 46
Views: 21459

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

That's great, though you should either make it an unique reference with noPickUp script attached, or use one of static ladders (T_Nor_SetPalisade_Stair_01 is the most similar to the mesh you used, but there's also T_Rga_SetReach_X_FortStairs_03 or in_nord_ladder_02 for example). The ladder you used ...
by berry
Wed Feb 01, 2017 1:45 pm
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 46
Views: 21459

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

Love that :) maybe you could try using Redguard wooden fort stairs for the basement rather than the levitation potion, for more permanent way out? I'm sorry if you're annoyed with my constant remarks. As I've been saying, I absolutely adore this area, just trying to provide some constructive feedbac...
by berry
Sun Jan 29, 2017 12:00 pm
Forum: The Reach
Topic: Region planning: Aldkarth Lowlands brush-up
Replies: 29
Views: 16035

Re: Region planning: Aldkarth Lowlands brush-up

Thanks! The bow would do, too, still fitting the "I don't want to hunt anymore" idea. One problem I can see about that is that would be another enchanted item reward, next to Kerlingroff helmet and waterwalking ring (from chicken menace quest), but we can perhaps change Wilbur's rewards to monetary ...
by berry
Sun Jan 29, 2017 11:53 am
Forum: Completed
Topic: Karthgad NPC & Dialouge Overhaul
Replies: 30
Views: 13152

Re: Karthgad NPC & Dialouge Overhaul

I don't remember precisely, but they follow Sky_qRe naming pattern. I took the approach of creating new NPCs refs for each "action" NPC in my quests (so for example the Orsimer miner or Thane use main file IDs for their dialogues, but scripted crazed Breton miner or both manhunters are added by the ...
by berry
Sat Jan 28, 2017 4:10 pm
Forum: The Reach
Topic: Region planning: Aldkarth Lowlands brush-up
Replies: 29
Views: 16035

Re: Region planning: Aldkarth Lowlands brush-up

A draft for a miscellaneous quest for this area, orbiting around well-known vanilla Nord-Breton cliche, but with the Reach flavour. It's meant for low level characters; in general, quests in Lorchwuir Heath should be rather easy in my opinion. That Pig of a Nord On the fields around Gilded-Shield's ...
by berry
Fri Jan 27, 2017 5:06 pm
Forum: Completed
Topic: Karthgad NPC & Dialouge Overhaul
Replies: 30
Views: 13152

Re: Karthgad NPC & Dialouge Overhaul

Yeti, in manhunters' quest I used current Bear-Face's House as a living place of Grandr, Barjorg's pal and supposedly a victim in the hunt. Would it be possible to minimize the work needed to tweak this quest to: rename Bear-Face's House to Grandr's House? (re)move Sky_iRe_KG_Norjor? rename Sky_iRe_...
by berry
Fri Jan 27, 2017 3:38 pm
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 46
Views: 21459

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

I haven't checked the version with fixed caspereres yet, but it looks fantastic with containers back here. Awesome work. Walking around this area is a sheer joy. On a second thought, I'm not sure about T_Sky_Flora_BushLeaves3 and T_Sky_Flora_BushLeaves4 here. I did some testing, and they don't look ...
by berry
Tue Jan 24, 2017 8:30 pm
Forum: Completed
Topic: Gold Coast Exterior: GC_01 [chef] [Anvil]
Replies: 180
Views: 85892

Re: Gold Coast Exterior: Q6-7 + P6-7 + O6-7 [Unclaimed] [Anv

I'd love to lend a hand here when I'm finished with my winter exams in two weeks. :) I've been meaning to do some P:C work for a while now actually, but there's always been something to do at SHotN... By this time we should be wrapping up the Karthwasten release hopefully, though. I started getting ...
by berry
Tue Jan 17, 2017 12:33 pm
Forum: Completed
Topic: Aldkarth Lowlands (Sky_xRe_29) [spineinside]
Replies: 46
Views: 21459

Re: Aldkarth Lowlands (Sky_xRe_29) [spineinside]

It looks great! I love the badlands vibe about it and how this area is wild, but still distinct from Druadach Highlands region. Dry parts feel almost like Tatooine, I can imagine an Old Ben-like figure living in that dirt burrow. :) Great job with the rocks and dirt stains too, feels Scamp-ish indee...
by berry
Tue Jan 17, 2017 12:08 pm
Forum: SHotN Lore
Topic: ESO's Orsimer language
Replies: 0
Views: 4088

ESO's Orsimer language

All phrases from ESO's Old Orcish language, collected and translated by reddit user, Commander-Gro-Badul . Can be useful for some inspiration for place names: A Ag - at Agra - shield B Beshkar - cairn, death C Crun - blood Crunzarga - Revenge, literally blood-price D Dek - gather Dulg - climb E Eb -...
by berry
Mon Jan 09, 2017 5:40 pm
Forum: Modding Discussion
Topic: Huge, Unfinished Ultima TC for Morrowind released
Replies: 4
Views: 6403

Re: Huge, Unfinished Ultima TC for Morrowind released

Thanks for pointing this out, dudezzz! We need to check this stuff extensively, as a lot of those models are just from other resources (some LoTR meshes ; we've been able to identify HedgeHog12's weapon models). My thoughts exactly. Telling by the first glance at the archive, it looks like there's s...
by berry
Sun Jan 08, 2017 12:29 pm
Forum: SHotN Character's & Questing
Topic: Haimtír NPC + Dialogue Planning
Replies: 14
Views: 8027

Re: Haimtír NPC + Dialogue Planning

Great posts, Yeti. I like that. As for quests, apart from quests directly related to the town, I imagined Haimtir would be a good place for some hooks for quests taking place in Druadach Highlands, something like finding the missing missionary or Reachman brew recipe I proposed for Midkarth and so o...
by berry
Thu Jan 05, 2017 3:52 pm
Forum: The Reach
Topic: Cave names brainstorming thread
Replies: 2
Views: 4331

Re: Cave names brainstorming thread

Sounds great. I like Heifnil's Folly, Skjuggefald Deeps and Howling Moon Grotto especially. As for my barrow, I'm not sure if we're keeping the Stalhrim here as a curiosity, but if we do it could be reflected in the name as well, for example Coldbrang Barrow. Bloodmoon has some barrows with names pa...
by berry
Thu Jan 05, 2017 3:41 pm
Forum: SHotN Asset Development
Topic: Modder ressources with possible use for SHOTN
Replies: 24
Views: 11822

Re: Modder ressources with possible use for SHOTN

Those wouldn't be needed too soon, I wager. Both sledge dogs and elks would be good to have for Haafinheim or Hjaalmarch. Central Reach we're trying to release right now? Not so much.

The problem with these huskies is their low quality texture, too.
by berry
Tue Jan 03, 2017 5:45 pm
Forum: The Reach
Topic: Cave names brainstorming thread
Replies: 2
Views: 4331

Cave names brainstorming thread

There's a plenty of caves and grottos already in Skyrim_Main still lacking names, with which we should come up before the release. Here's a short summary; please note a better part of these interiors were finished before I joined the project and not discussed on new boards, so there might be some co...
by berry
Tue Jan 03, 2017 5:04 pm
Forum: SHotN Asset Development
Topic: Modder ressources with possible use for SHOTN
Replies: 24
Views: 11822

Re: Modder ressources with possible use for SHOTN

I vote in favor of adding squirrels and rabbits too. These would bring some cool touches to our forests and grasslands, respectively, and we have quite a few such areas. I'll post these resources in the data gathering thread soon. I agree about dogs, they have some hideous idles, but I personally th...
by berry
Tue Jan 03, 2017 12:49 pm
Forum: SHotN Lore
Topic: Reachman Lore
Replies: 44
Views: 26270

Re: Reachman Lore

Ideally that would be a great solution, but I'm against it for the time being, until we have someone to voice new dialogue entries (at least for male Reachmen - male Bretons here are far more jarring than female voices, we could reuse female Bretons for female Reachmen. Melchior did the same thing w...
by berry
Tue Jan 03, 2017 12:45 pm
Forum: SHotN Asset Development
Topic: Modder ressources with possible use for SHOTN
Replies: 24
Views: 11822

Re: Modder ressources with possible use for SHOTN

Porting discussion from Reachman lore thread I'm not able to check this now, but how is the quality here? If we could just make a few alterations and a new texture, it would be a good thing to have a generic deer creature. Sadly, not very good. As most of LadyE's models it has some seams visible an...
by berry
Mon Jan 02, 2017 6:44 pm
Forum: SHotN Lore
Topic: Orichalcum
Replies: 14
Views: 8017

Re: Orichalcum

I'm still not really sure about it. I agree it was shallow to tie orichalcum to Orsimers, and we certainly need some more interesting lore tidbits regarding Redguards. The problem is we already have these rather cool looking ingredient and container for orichalcum ore, and it would be a waste to thr...

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